Weather has been refactored from a weather control machine on the lavaland z-level into a subsystem. All existing weather has been changed to accommodate this change, and their code has been optimized by using addtimer() instead of sleep().
The new subsystem also supports adding weather to any z-level; for instance, if you made a weather called /datum/weather/rain_storm and made it target z-level 3 with a 100% probability, the rain storm would occur as much as possible with 5-10 minute intermissions. These intermissions take into account the weather's duration.
* Starting out on our tgui journey
* God tgui, why do you need to be updated
You're dynamically generated anyway
* Commit of stuff
* Further progress is being made
* Everyone loves buildscripts
* Further modifications to my incredible running script
* Starting to modify the minimap code to be better
* It's going well thusfar, I guess
* What have I done
* RIP minimap
* FUN FUN FUN FUN FUN
* Adds shuttle_manipulator.dmi
MUH HOLOGRAMS
* Is it done? IS IT OVER
* Peer review
* Some bug fixes
* Makes that damn greentext shut up
* Shuttle registration
* Made the Emergency Escape Bar more robust
No climbing on the bar.
* Do not stare into the operation end of the device
* Compile shame
* THE MOST DUMB
* Passive barmaiden
* Emergency shuttle memes
* MORE SAFETY CODE
* Fancy shuttle manipulator icons
* Smoothing it out
* We are going to have a lot of fun with this one
* Independent blobbernauts
* WABBAJACK WABBAJACK
* Message for attempting to authenticate old style
* Angry alert noise is back
* Revert "Independent blobbernauts"
This reverts commit 34d6af7c9c88cfc2864990cb37b586bb90163dd3.
* No parrot sleep plz
* Moves the special shuttle stuff to special.dm
* No Bartender like a Centcom Bartender
* Non-controversial map changes
- Backup shuttle moved closer to Centcom main structure, docking tube
created
- Moved shuttle import landmark to above Centcom main building
- Added shuttle displays to Conference Room
- Squashed the Chapel a bit in Metastation
- Made the docking port on Z2 massive
- Made the docking port on Metastation a lot larger
* Hacks and slashes at Box
A bunch of things are extended and squashed so Box shuttle dock can
support the MetaStation emergency shuttle.
* Some Metastationshit
* Never ending changes
* Wabbajack to TGM
* Modified the bar, I think that's all of them
* Stops Barmaiden wandering around
* More code review
* Whitspace, the bane of us all
* DIE WHITESPACE DIE
Additionally items armor values are now also affected by this event, and can add (or remove) up to 15 percent damage from all (defend-able) sources.
Additionally a special new gimmick has been added, new "item fortification scrolls" will be thrown randomly into all containers with room to hold them (read: this mostly means things like backpacks). Using these scrolls on items allows you to rank them up one level (this doesn't change their name though, trust me it's too much to do for a silly event).
BEWARE however that using these scrolls on items with very high modifiers (+10 or more) has a chance of failing and setting fire to the item. The highest possible modifier you can achieve with these scrolls is +19, though again the grand majority of items will burn well before this point.
Wizard events that spare the wizard should now properly spare apprentices too.
Moves renaming as an apprentice to the end of the spawn proc because the input prompt stops various important things (including the sound meant to inform people they got apprentice) from happening until after it's dealt with.
Restores the "+" for positive quality items in RPG loot. The reason this was changed was already fixed, it just was mistakenly never put back.
This was always the intention, but past me made a mistake I know I've made and fixed sense: He assumed that living_mob_list was a list of !stat mobs, when really it was a list of stat != 2 mobs
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
Fixed lesser form changeling, when humanized via dna injector, the ling no longer keeps its Human Form power.
Simplified the racemut trick in humanize() and monkeyize().
Dna now gets qdel'd, just like reagents, when the mob gets qdel'd.
Some tiny fixes here and there.
Added a changelog.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.